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GM's are you bored of your combat and is it because you made it boring?
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<blockquote data-quote="ClaytonCross" data-source="post: 8086556" data-attributes="member: 6880599"><p>Combat = Tactical combat</p><p>Exploration = You allways create a setting and explore it for some cause this is storytelling at is most basic. </p><p>Social =Your bring others to the table and they interface with the other two the GM creates using characters.</p><p></p><p>I am saying the same thing. I just did not use the official terms.</p><p></p><p>QUOTE="WayOfTheFourElements, post: 8086259, member: 6904757"]While, I might agree that all D&D games have stories, they don't have stories in the same ways novels do. Novels are written by an author, often with a specific message he/she wants to convey. In D&D, the story is a result of player character encountering elements of the DM's world and making choices. They can only be organized into a plot in retrospect only (even in a heavily planned, railroaded game).</p></blockquote><p></p><p>Your definition of story is DRAMATICALLY more strict than mine. D&D is joint story telling which means Players influence the story. My point of saying authors have been around is only to say story telling has existed for along time one its own. D&D became something better in my opinion because it combine with the other two pillars meaning that none of the 3 pillars in D&D stand on their own and that Tactical Combat and Character driven interaction (Social input) make the story communal effort with tangible risks. Combat games were around but are better with story do drive their purpose and character investment which drives immersion and camaraderie in a way chess for example never could. You can create characters all day but until they join a world and effect it with soicial and combat actions they don't come alive and the mixing of players who think differently and constantly surprise each other and the GM is something you are not likely to see outside of writers room where they attempt pool several authors together but even more so because D&D lays some of the course on the dice which add a randomness that people writing a script would be desperate to avoid.</p><p></p><p>QUOTE="WayOfTheFourElements, post: 8086259, member: 6904757"]As for character creation, I see it as preparation for the game, not as part of the game itself. The game only starts after the characters have been created and <strong>manifest themselves in the game world</strong>.</p><p>[/QUOTE]</p><p>They manifest themselves in the world, change the world with their actions and they change themselves from the world (leveling) and each other by learning t work together to common goals and through struggles. They are the players interface to the world and denying characters to impact your world is the rail roading removal of player agancy you were just talking about. The denial of players is the destruction of D&D from social game to an author's story.</p><p>[/QUOTE]</p>
[QUOTE="ClaytonCross, post: 8086556, member: 6880599"] Combat = Tactical combat Exploration = You allways create a setting and explore it for some cause this is storytelling at is most basic. Social =Your bring others to the table and they interface with the other two the GM creates using characters. I am saying the same thing. I just did not use the official terms. QUOTE="WayOfTheFourElements, post: 8086259, member: 6904757"]While, I might agree that all D&D games have stories, they don't have stories in the same ways novels do. Novels are written by an author, often with a specific message he/she wants to convey. In D&D, the story is a result of player character encountering elements of the DM's world and making choices. They can only be organized into a plot in retrospect only (even in a heavily planned, railroaded game).[/QUOTE] Your definition of story is DRAMATICALLY more strict than mine. D&D is joint story telling which means Players influence the story. My point of saying authors have been around is only to say story telling has existed for along time one its own. D&D became something better in my opinion because it combine with the other two pillars meaning that none of the 3 pillars in D&D stand on their own and that Tactical Combat and Character driven interaction (Social input) make the story communal effort with tangible risks. Combat games were around but are better with story do drive their purpose and character investment which drives immersion and camaraderie in a way chess for example never could. You can create characters all day but until they join a world and effect it with soicial and combat actions they don't come alive and the mixing of players who think differently and constantly surprise each other and the GM is something you are not likely to see outside of writers room where they attempt pool several authors together but even more so because D&D lays some of the course on the dice which add a randomness that people writing a script would be desperate to avoid. QUOTE="WayOfTheFourElements, post: 8086259, member: 6904757"]As for character creation, I see it as preparation for the game, not as part of the game itself. The game only starts after the characters have been created and [B]manifest themselves in the game world[/B]. [/QUOTE] They manifest themselves in the world, change the world with their actions and they change themselves from the world (leveling) and each other by learning t work together to common goals and through struggles. They are the players interface to the world and denying characters to impact your world is the rail roading removal of player agancy you were just talking about. The denial of players is the destruction of D&D from social game to an author's story. [/QUOTE]
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GM's are you bored of your combat and is it because you made it boring?
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